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Old World update #135

The_J

Say No 2 Net Validations
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Another patch has dropped!

Changes Overview

  • Governor, Law and Improvement changes
  • Ruthless AI improvements
  • 14 new events
  • New Ship icons


Design

Garrison and Governor changes:

  • Governors no longer require a Garrison
  • Garrison and Stronghold stone cost reduced by 20 (80/100 -> 60/80)
  • Darius dynasty now gives 50% discount to appointing Governors (Wonders and Dynasties)

Law changes

  • Guilds now gives +10 money per specialist type per city instead of -10% Rebel chance
  • Freedom now gives -5% Rebel chance instead of +1 happiness per city
  • Calligraphy now gives +10 culture per city instead of +4 culture per library
  • Swapped Calligraphy and Iconography upkeep costs
  • Swapped Colonies and Serfdom upkeep costs

Other design changes

  • Library class improvements Science increase changed from 20%/30%/50% to 10%/20%/30%
  • Courthouse class improvements Civics increase changed from 20%/30%/50% to 20%/30%/40%
  • Market class improvements Money increase changed from 20%/30%/50% to 30%/40%/50%
  • Rider family Import projects allow cities to build relevant units directly instead of adding resources to map. Added extra order to rider seat (1 -> 2)
  • Increased AI penalties on The New difficulty (20% -> 25%)
  • Ruthless AI declares war on a winning player even if that player is not directly reachable
  • Ruthless AI gets more chances to conduct diplomacy when a player is close to winning
  • Ruthless AI now takes alliances and national ambitions into account for determining if a player is close to winning
  • The Old World premade map edits – boundaries slightly expanded, marshes added and resources redistributed
  • When a unit move cannot be completed because a lack of orders, a partial 1-tile move results in a unit swap, if possible
  • Damaged cities cannot be gifted to another team
  • Added ‘No city gifting’ option to MP setup
  • Disjunction mapscript with King of the Hill option balance improvements
  • Minor cities can be created even if the site is occupied
  • Borders with team-owned tiles on opposite sites are now claimed by the city with the most adjacent tiles
  • Barbarian Horde will now spawn inside player territory if there are not enough tiles available otherwise
  • In Rise of Carthage scenario 3, Orator-recruited mercenaries now count as hired and contribute to the optional merc hiring goal
  • Drought effect tweaks (Wrath of Gods)
  • Occurrences that result in small seas (18 tiles or less) convert that water to lakes. Mainly affects Ebbing Sea mapscript (Wrath of Gods)
  • Occurrences can now cause terrain changes on improved tiles, as long as the improvement remains legal for that tile (Wrath of Gods)

New Events

14 new events added – 11 for base game and 3 for Behind the Throne DLC

  • A City Like No Other
  • Deadly Inheritance
  • I Love It When A Plan Comes Together!
  • New Front
  • No War Declaration
  • Not to Be Trusted
  • Offensive Remarks
  • Reaping the Whirlwind
  • The God Queen
  • Triple Cross!
  • Tutorial: Upgrade Mercenaries
  • No Longer of Use (x2) (Behind the Throne)
  • Support or Scheme (Behind the Throne)

Programming
  • The AI claims cleared city sites more urgently (with force march, if necessary)
  • Performance optimization
  • Replaced valid terrain fields by TerrainTargetType to make improvement requirements more flexible
  • Family bonuses now check whether the bonus player has that family
  • Improved AI chokepoint management and attacks with high unit density
  • Memory allocation improvements
  • Occurrence terrain change refactor, now more mod friendly
  • Changed opinion-calculating functions to return a tuple
  • Event triggers can now have an arbitrary number of subjects
  • Added EffectUnits miAdjacentDifferentModifier, maeBuyTile, mbPillage, mabHideTerrainTarget and miMarchCostModifier
  • Added EffectCity aiYieldRateSpecialistRural
  • Allow the road pathfinder to accept TeamType.NONE, returning a road path which ignores visibility or diplomacy
  • Promoted Infos validator from ModPath to GameFactory so mods can supply custom validators
  • Added support for Religions to have a law opinion directly, not just through theologies

UI
  • Ship unit icons replaced to make the differences between them clearer
  • Added improvement net yields in tooltip
  • Foreign city citizen and specialist numbers now shown if the city tile is visible
  • Foreign city tooltips no longer show defense and damaged state unless the city is visible
  • Jobs are no longer shown on foreign character tooltips, unless their unit is visible (for Generals) or player has an agent in the relevant city (for Governors)
  • Added missing improvement warning text to unique unit production buttons
  • Added opinion gain line to Make Agent tooltip
  • Improved German grammar for character relationships
  • Stacked worker count shown on tooltip even when not actively building an improvement
  • Added “Improvements (Special)” section to the Encyclopedia, to include non-buildable Improvements
  • Added dynamic helptext for Attribute effects and tweaked Attribute helptext
  • Added Prosperity to Wrath of Gods setup
  • Ambitions display no longer gets minimized when clicking on listed ambitions
  • Pin Character icon has higher saturation when character is pinned
  • General traits which only affect some unit types now display affected unit types
  • Character relatives display now left-aligned
  • Improved border expansion predictions
  • Leader now shown on Court tab
  • Leader concept added to Encyclopedia
  • Horse trait now shown in Encyclopedia
  • Improved Encyclopedia entry for Citizen concept
  • Religions now always show founding requirements in the Encyclopedia
  • Characters entries in Encyclopedia now list unique events and missions
  • Encyclopedia, when viewed in-game, show entries based on currently enabled DLC instead of owned DLC

Bugs Fixed
  • Fixed tribal diplomacy cooldown not being enforced
  • Fixed minor cities not always being created when they should be
  • Fixed Send Goods icon display
  • Fixed load/save error from border expansion
  • Fixed null reference when tribe sites sit outside map boundaries
  • Fixed incorrect default value for resource hill height offset
  • Fixed improvement culture prereqs not working with modded culture
  • Fixed family opinion penalty from the Imprison mission getting applied to the character instead
  • Fixed net yields for projects to include secondary effects
  • Fixed sign error in specialist net yield help text
  • Fixed occurrence notification localization when playing MP with players using different languages
  • Fixed tech names not showing up on cards in some languages
  • Fixed changing a tile improvement affecting city build queue specialists on other tiles
  • Fixed character card not selecting tribe leader
  • Fixed occurrence overlay getting stuck in some cases
  • Fixed temporary overlays not getting cleared when blocking popups are active
  • Fixed units being bounced by an Occurrence before taking damage from it
  • Fixed bug with Player.canEverHaveEffectCity
  • Fixed tile territory assignment in game editor
  • Fixed Grand Vizier interfering with automated unit management
  • Fixed camera zooming to fog when clicking foreign character with job
  • Fixed Towers giving extra height instead of extra range
  • Fixed movement bug that resulted in allied units not getting bounced out of your territory
  • Fixed some AI retreat confusion
  • Fixed promotion button icons not aligning to right of button
  • Fixed nation crest color issues
  • Fixed tooltip positioning issues with HUD scaling
  • Fixed missing source traits on some effectCity entries
  • Fixed Opulence project not granting family opinion bonus
  • Fixed tooltip for event options that marry away characters
  • Fixed city production text not updating after builds finish
  • Fixed founded city territory bug
  • Fixed extra mission buttons appearing in some cases
  • Fixed missing at sea bonus description
  • Fixed production text sometimes not appearing in some languages when city healthbar is visible
  • Fixed Chancellors with negative discipline not reducing money income
  • Fixed Learn to Play ambitions not displaying correctly in Hall of Fame
  • Fixed mods not showing in Upload tab in some cases
  • Fixed map mod attributes not being checked in setup screen
  • Fixed scenario victory achievements sometimes not completing
  • Fixed Heroes of the Aegean scenario 4 tech tree completion achievement triggering too early
  • Fixed Heroes of the Aegean scenario 4 state religion adoption
  • Fixed Pharaohs of the Nile scenario 2 Tribal peace/truce/war missions
  • Fixed Pharaohs of the Nile scenario issues with Urusalim not being a city site
  • Fixed Pharaohs of the Nile overlapping goals UI
  • Fixed unwanted VPs in The Hill scenario
  • Fixed “Wrath of Gods” map script showing with “show hidden map scripts” enabled and content not owned
  • Fixed occurrences causing rivers with deltas flowing into land tiles (Wrath of Gods)
  • XML ordering fixes
  • Text and event fixes
 
Governors without garrisons? That means a lot more early opportunities to spend civics and some stone savings, not just because of the cost reduction, but also because garrisons won't be as important as they used to be.

I wonder whether garrison-type buildings are still required to rush with judge/orator governors. The building requirement is listed separately from the governor requirement in the manual's rush-building section, but that might just have been because, before this update, you needed the building to get the governor.
 
I'm curious about their removal of the garrison requirement. I always thought it made sense. At the same time, I confess I always just auto-built garrisons in all new cities ASAP and perhaps they are trying to make that less of an automatic choice.
 
Governors without garrisons? That means a lot more early opportunities to spend civics and some stone savings, not just because of the cost reduction, but also because garrisons won't be as important as they used to be.

I wonder whether garrison-type buildings are still required to rush with judge/orator governors. The building requirement is listed separately from the governor requirement in the manual's rush-building section, but that might just have been because, before this update, you needed the building to get the governor.
You'll still need to build garrisons in any city you want to build UU's. I think you'll find it makes garrisons usefulness more directed, rather than just an automatic build everywhere. :)
 
  • Leader now shown on Court tab
I'm very happy about this change! I always tried to find my leader there. I've subsequently learned not to go there, but I still had to think about it. Glad to now be able to go with what was most intuitive for me.

Also, more events! For free! Awesome! :thumbsup:
 
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